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Socowez

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Everything posted by Socowez

  1. ACK, PhotonCorp, uh... Those tanks don't look like reDIRECT, at least I think. What mod(s) did you use for the core stage? Second, how did you get those photogrammetric markings on the SRBs?
  2. Alrighty, I can’t argue with that. back to what you mentioned earlier, Less Real TestFlight. I could’ve sworn TestFlight was a simulation type mod (where you can try flying your rocket without actually launching it, useful for KCT). If that’s a reliability and failure mod, would it overlap with Kerbalism’s reliability/failure plugin (like getting the same failure on a part from both mods)? If it does, would disabling kerbalism’s reliability option in the cfg a good workaround? Edit: Minor clarification, I mean reliability for command modules and solar panels and such. I have no worry for engine reliability as that’s not implemented.
  3. Use an orange fairing. Build the fairing onto the edge of the ICPS 3.125m section, and set "fairing staged" to false. At least, this is what I do. Any better options are welcome
  4. My guy, you didn't need to recreate No Man's Sky and Subnautica. All you had to do was put touchable rocks on the mun
  5. Actually, please do this. I can't figure the first thing about it. After messing with the code a short bit, I managed to get the Reliability option to show up in the PAW. However, every engine had the same burn times and number of ignitions. pretty please?
  6. I found this string in KerbalismConfig/System/Reliability.cfg. It appears the engine ignition and rated burn times are based on modifiers set in the config, which could very easily create oddities with burn times and ignitions because of... well, hell if I know. I noticed this block of code is missing in Reliability.cfg in SkyhawkKerbalism, which is how I'm guessing you disabled the engine configs for kerbalism. Can I just copy/paste this into Reliability.cfg in SkyhawkKerbalism (changing mentions of KerbalismDefault to zzzKerbalismskyhawk), or would you think there are other steps I need to do first? Or, you know, you could upload a different version of SkyhawkKerbalism that restores kerbalism engine support to those that want it. Wink wink.
  7. Last time I checked, Jool, Lindor, Eve, and Huygen are all broken with latest Scatterer. Eve and Huygen have very dark surfaces with no present clouds or Scatterer effects, and Jool and Lindor are both completely black. It’s been a good bit since I’ve last used JNSQ, so it could have been fixed since then edit: to clarify, Jool and Lindor are fine with Scatterer versions 0.772 and lower. Eve and Huygen, I’m not sure
  8. I understand. ... However, should I wish to re-enable kerbalism reliability support to engines, how would I do so? I simply prefer kerbalism's unity of features, instead of downloading a separate mod for each function I want. It just removes a lot of hassle. I'm only asking if there's a "true/false" field I can change, or a patch I can copy/paste into GameData. Any more complicated than that and I'll just get engine ignitor lol
  9. CobaltWolf after almost 7 years of listening to unending user complaints and getting little recognition be like
  10. Is development separate from maintaining? i’m completely fine with no more planets or features being added, but I would like JNSQ to be compatible with the latest Scatterer version
  11. I have a problem with SkyhawkKerbalism. Engine support for kerbalism is not present, and engines have the stock configuration despite having kerbalism installed with skyhawkkerbalism and no other kerbalism configs. ksp.log Any help is appreciated, even pointing me to a more relevant forum would be great.
  12. The versions are somewhat loose. While you can't run 1.11 parallax in 1.3 KSP, you could likely run 1.10 parallax in 1.12 without too many hiccups. Just use the latest versions and you should be fine.
  13. Kerbalism doesn't have support for any engines when using SkyhawkKerbalism. No ignition counters, reliability, nothing. Is this intentional? Is there a setting I can change to enable it?
  14. cheats. … Extraplanetary Launchpads?
  15. This is intentional. There’s a toggle on the LM descent stage for J class. J class has a “hole” in the side where the LRV chassis is packed. To assemble, attach the LRV deployment hinge to the node at the bottom of the “hole “, then attach the L RV deployment slider onto that, and then attach the LRV main body to that, then the fore and aft chassis on both ends of the body, add the wheels and retract them, and put in the LRV chairs. Stuff every other L RV part into the cargo space on the descent stage and build the rover with an engineer on site.
  16. I think they are Kerbal Konstructs statics. I'm not sure, I'm just about to try the mod
  17. Different question. The 3.125m > 5m payload adapter is too short to place without clipping the RL10 through the core stage tank. Is there a shroud/avionics ring or anything I'm missing so I can get the clearance?
  18. I have scoured everywhere, to no avail. Please, what part is this and how do I get it? https://imgur.com/a/m6scwhn (embed is being stupid at the moment) Realization: its a BDB part. apologies
  19. That's a 2 year old download. The new one is on ballisticfox's github: https://github.com/ballisticfox/KSRSS-Reborn/releases It's also on GitLab: https://gitlab.com/ksrss/KSRSS/-/tree/reborn
  20. ballisticfox has the beta for KSRSS Reborn on his GitHub. The original download link was removed because KSRSS reborn was being developed, and the old KSRSS was no longer supported. https://github.com/ballisticfox/KSRSS-Reborn/releases
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